EOSERV Bug Tracker > Bug #198: Guild Lounge

Bug #198: Guild Lounge

Guild Lounge
ID #198
Submitter Ducci
Product EOSERV
Severity Feature Request
Status OPEN, CONFIRMED
Submitted 10th Dec 2012
Updated 1st Feb 2014
Ducci Submitter 11 years, 24 weeks ago

It would be nice to have a place for your guild to come together without other people around.

This could work with just one map with several rooms on it. The room entrance coordinates for each guild should be stored in the database along with the other info in the guild record. This way people can choose from, say, six different styles or so.

When the user enters the map, their 'precense' value is updated to let the server know to send only data (visibility, movement, chat, drops) from players that are member of the same guild. This way there can be lots of guild lounges on just a single map. Of course, dropped and chest items would have to be marked in some sort of way to make sure only members of the guild the item's owner is a member of can see the item.

An admin should be able to change their precense value to any guild.

Comments

Ryouken 11 years, 24 weeks ago

This sounds like something involving instanced maps. It would be rather sloppy handling it all on one map. Its easier just to load new maps under the same id with a secondary id to tell them apart from the other copies and erase it once its done being used. But I doubt sausage would add this since its not a main eo feature.

Ducci Submitter 11 years, 24 weeks ago

Would that not eat a lot of memory? Just do not send all of the character data of the players you do not need to see.

Ryouken 11 years, 24 weeks ago

Thats why they're erased after everyone leaves them. And honestly, they wouldn't take too much memory unless you have 500 or so different guilds piling up in there.

Ducci Submitter 11 years, 24 weeks ago

Very well. Then let's try that instead.

Sausage Developer 10 years, 16 weeks ago

Map instances need to be implemented first. The majority of map data has no need to be duplicated, so there's no memory issue unless there's a lot of NPCs or chests per map.

Updated Status to CONFIRMED

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